mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-09-27 02:36:14 +00:00
提交新概念 Tile从服务器
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@@ -20,6 +20,8 @@ namespace JNGame.Sync.State.Tile.Entity.Component
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return false;
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}
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}
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public IJNTileEntity TileEntity => Entity as IJNTileEntity;
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public virtual void OnTileEnter(){}
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@@ -70,9 +70,8 @@ namespace JNGame.Sync.State.Tile.Entity
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/// <returns></returns>
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public T[] GetHostEntities()
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{
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if (_entitiesCache is null) return Array.Empty<T>();
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var items = new List<T>();
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foreach (var item in _entitiesCache)
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foreach (var item in GetEntities())
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{
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if (item.IsHost)
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{
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@@ -11,9 +11,19 @@ namespace JNGame.Sync.State.Tile.Entity
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{
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/// <summary>
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/// 是否所属当前区块
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/// 是否有权限
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/// </summary>
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public bool IsHost { get; set; }
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/// <summary>
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/// 是否将数据同步到从服务器
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/// </summary>
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public bool IsSyncSlave { get; set; }
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/// <summary>
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/// 是否将数据同步到主服务器
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/// </summary>
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public bool IsSyncMaster { get; set; }
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/// <summary>
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/// 区块同步属性(通过网络同步过来的实体数据)
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@@ -28,8 +38,21 @@ namespace JNGame.Sync.State.Tile.Entity
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public abstract class JNTileEntity : JNEntity,IJNTileCycle,IJNTileEntity
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{
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/// <summary>
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/// 是否有权限
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/// </summary>
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public bool IsHost { get; set; } = false;
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/// <summary>
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/// 是否将数据同步到从服务器
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/// </summary>
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public bool IsSyncSlave { get; set; } = false;
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/// <summary>
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/// 是否将数据同步到主服务器
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/// </summary>
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public bool IsSyncMaster { get; set; } = false;
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public abstract void TileSyncData(ISTileData data);
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//区块生命周期
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@@ -0,0 +1,20 @@
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namespace JNGame.Sync.State.Tile
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{
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public enum TileMasterSlaveEnum
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{
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Master,
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Slave,
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}
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/// <summary>
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/// 瓦片状态同步 : 主从服务器代码
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/// </summary>
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public abstract partial class JNSSTileServerService : JNSStateServerService
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{
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public abstract TileMasterSlaveEnum MSRole { get; }
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public bool IsMaster => MSRole == TileMasterSlaveEnum.Master;
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public bool IsSlave => MSRole == TileMasterSlaveEnum.Slave;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b9fc15e9ea9f4f46b05ef0f56aa0423f
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timeCreated: 1724726167
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Entitas;
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using JNGame.Sync.Entity;
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using JNGame.Sync.Frame.Entity.Component.Components;
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@@ -13,6 +14,9 @@ namespace JNGame.Sync.Frame.Entity
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public JNSyncService Sync { get; private set; }
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public JNEntityLookup CLookup;
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//方便查抄的实体Map
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public Dictionary<ulong, T> Entities = new ();
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public JNContext(): base((new T()).NewCLookup().Count, () => new T())
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{
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@@ -36,7 +40,23 @@ namespace JNGame.Sync.Frame.Entity
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{
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Sync = data;
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}
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public T Query(ulong id)
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{
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Entities.TryGetValue(id, out var entity);
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return entity;
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}
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public void AddEntity(ulong id, JNEntity entity)
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{
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Entities.Add(id,entity as T);
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}
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public void RemoveEntity(ulong id)
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{
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Entities.Remove(id);
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}
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public T GetService<T>() where T : SLogicSystem
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{
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return Sync.GetSystem<T>();
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@@ -100,7 +120,9 @@ namespace JNGame.Sync.Frame.Entity
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{
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public abstract JNSyncService GetSync();
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public abstract void InitReference(JNSyncService data);
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public void AddEntity(ulong id,JNEntity entity);
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public void RemoveEntity(ulong id);
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}
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}
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@@ -58,6 +58,7 @@ namespace JNGame.Sync.Entity
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{
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_id = GetSystem<JNRandomSystem>().NextId();
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}
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Context.AddEntity(Id,this);
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}
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public abstract JNEntityLookup NewCLookup();
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@@ -126,6 +127,7 @@ namespace JNGame.Sync.Entity
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public override void Destroy()
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{
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Context.RemoveEntity(Id);
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OnSyncDestroy();
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RemoveAllComponents();
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base.Destroy();
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@@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using AppGame.Sync;
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using DotRecast.Core.Collections;
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using JNGame.Math;
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using JNGame.Sync.Entity;
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@@ -21,13 +23,17 @@ namespace JNGame.Sync.System.Data
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/// <summary>
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/// 获取有权限的全部字节
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/// </summary>
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public Dictionary<ulong, byte[]> GetHostDataBytes();
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public Dictionary<ulong, byte[]> GetHostDataBytes(Func<JNTileEntity,bool> filter = null);
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/// <summary>
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/// 获取有权限的全部字节 (过滤条件 : 需同步从服务器)
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/// </summary>
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public Dictionary<ulong, byte[]> GetHostDataBytesFilterSlave(Func<JNTileEntity,bool> filter = null);
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/// <summary>
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/// 获取指定区块的全部字节
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/// </summary>
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public Dictionary<ulong, byte[]> GetTileDataBytes(int index);
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public Dictionary<ulong, byte[]> GetTileDataBytes(int index,Func<JNTileEntity,bool> filter = null);
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@@ -35,16 +41,17 @@ namespace JNGame.Sync.System.Data
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public abstract class ISTileData : ISStateData
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{
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public abstract bool IsHost { get; }
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public JNTileEntity Entity;
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/// <summary>
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/// 绑定实体到数据 (销毁数据时顺带销毁实体)
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/// 绑定实体到数据
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/// </summary>
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/// <param name="entity"></param>
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public void BindEntity(JNTileEntity entity)
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public virtual void BindEntity(JNTileEntity entity)
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{
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Entity = entity;
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Id = entity.Id;
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}
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/// <summary>
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@@ -61,7 +68,10 @@ namespace JNGame.Sync.System.Data
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{
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public abstract JNTileContext<E> NodeContext { get; }
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public JNSSTileServerService TileSync => Sync as JNSSTileServerService;
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public bool IsMaster => TileSync is not null && TileSync.IsMaster;
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public bool IsSlave => TileSync is not null && TileSync.IsSlave;
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protected STileDataSystem(SStateDataEnum type) : base(type)
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@@ -76,7 +86,42 @@ namespace JNGame.Sync.System.Data
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OnDataSyncContext();
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}
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}
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public override void OnSendUBytes(Dictionary<ulong, byte[]> bytes)
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{
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Dictionary<ulong, byte[]> all = bytes;
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Dictionary<ulong, byte[]> master = new Dictionary<ulong, byte[]>();
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Dictionary<ulong, byte[]> slave = new Dictionary<ulong, byte[]>();
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all.ForEach(keyValue =>
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{
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var entity = NodeContext.Query(keyValue.Key);
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//给从服务器发送数据
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if (IsMaster && entity is not null && entity.IsSyncSlave)
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{
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slave[keyValue.Key] = keyValue.Value;
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}
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});
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OnSendAllData(all);
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OnSendMasterData(master);
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OnSendSlaveData(slave);
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}
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/// <summary>
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/// 发送玩家数据
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/// </summary>
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public abstract void OnSendAllData(Dictionary<ulong, byte[]> bytes);
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/// <summary>
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/// 发送主服务器数据
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/// </summary>
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public virtual void OnSendMasterData(Dictionary<ulong, byte[]> bytes){}
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/// <summary>
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/// 发送从服务器数据
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/// </summary>
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public virtual void OnSendSlaveData(Dictionary<ulong, byte[]> bytes){}
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/// <summary>
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/// 将数据Data同步到Context
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/// </summary>
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@@ -118,12 +163,14 @@ namespace JNGame.Sync.System.Data
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//只更新有权限的实体
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public override void Update(T data)
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{
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if (!data.IsHost) return;
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var entity = NodeContext.Query(data.Id);
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if (entity is null || !entity.IsHost) return;
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base.Update(data);
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}
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public override void Add(T data)
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{
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if (!data.IsHost) return;
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var entity = NodeContext.Query(data.Id);
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if (entity is null || !entity.IsHost) return;
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base.Add(data);
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}
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@@ -175,16 +222,27 @@ namespace JNGame.Sync.System.Data
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}
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public Dictionary<ulong, byte[]> GetHostDataBytes()
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public Dictionary<ulong, byte[]> GetHostDataBytesFilterSlave(Func<JNTileEntity,bool> filter = null)
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{
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if (filter is null) filter = entity => true;
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return GetHostDataBytes(entity => entity.IsSyncSlave && filter(entity) );
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}
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public Dictionary<ulong, byte[]> GetHostDataBytes(Func<JNTileEntity,bool> filter = null)
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{
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if (filter is null) filter = entity => true;
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var data = new Dictionary<ulong, byte[]>();
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lock (Data)
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{
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Data.ForEach(child =>
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{
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if (child.Value.IsHost)
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var entity = NodeContext.Query(child.Key);
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if (entity is not null && entity.IsHost && filter(entity))
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{
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data[child.Key] = child.Value.GetByte();
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}
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@@ -195,16 +253,19 @@ namespace JNGame.Sync.System.Data
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}
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public Dictionary<ulong, byte[]> GetTileDataBytes(int index)
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public Dictionary<ulong, byte[]> GetTileDataBytes(int index,Func<JNTileEntity,bool> filter = null)
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{
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if (filter is null) filter = entity => true;
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var data = new Dictionary<ulong, byte[]>();
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lock (Data)
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{
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Data.ForEach(child =>
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{
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if (IsTileInside(index,child.Value))
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var entity = NodeContext.Query(child.Key);
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if (IsTileInside(index,child.Value) && filter(entity))
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{
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data[child.Key] = child.Value.GetByte();
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}
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